Previous Blog Next Blog
Prev/Next Blog
by date

TSE GTKRadiant Pipeline

TSE GTKRadiant Pipeline
Name:Prairie Games
Date Posted:May 30, 2006
Rating:4.3 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Prairie Games

Blog post
This might be interesting to people who aren't (currently) subscribed to the TSE forums. So, here it is in blog form. I have some other stuff cooking for TSE which I'll make a .plan about soon:

I am hard at work on a GTKRadiant -> TSE pipeline.

A few implementation notes:

1. Entirely new, blazing fast, interior renderer
2. Exports are single meshes with PVS information compressed to batch friendly areas.
3. LOD support (much like map2dif's system with replacement models are certain pixel ranges)
4. Something pretty exciting that I am not quite ready to talk about...

GTKRadiant + q3map2 notes:

1. ROBUST brush processing with minimal face generation (metasurfaces)
2. **Excellent** lighting model with radiosity
3. Bezier curve support
4. ASE and MD3 models can be baked in and will generate/recieve lighting information.
5. PVS generation and artist controlled area portals
6. Extensive surface parameters, artist definable collision brushes, etc
7. Accurate pathfinding generation via BSPC

Here are some screenshots, please excuse the Quake3 assets I am using for testing :)

Check out what a little HDR and focal length modulation does for the atmosphere. I have the HDR up a tad high for my tastes, but I wanted to make sure it was evident. The effect is also a bit nicer in motion, static screenshots don't really show it.

Enjoy!




-Josh Ritter
http://www.prairiegames.com

Recent Blog Posts
List:03/29/08 - TGEA 1.7 Build System and Embedded Python
03/14/08 - MegaTerrains - TGEA Update
01/18/08 - Minions of Mirth: Undead Wars Expansion
01/04/08 - Physics Overhaul - Video
12/26/07 - Web Integration - Video
12/21/07 - New MMO Client - Trees - Day/Night Video
12/18/07 - Minions of Mirth - 1.26 - Holiday Edition!
11/28/07 - TGB/TGEA integration first pass

Submit ResourceSubmit your own resources!

Surge   (May 30, 2006 at 20:24 GMT)
Wow , that looks really cool.

Juan Rubio   (May 30, 2006 at 20:40 GMT)
Damn..

All I can say is damn. I dont want this to be a fanboy type posting but this is very nice. Very nice work.

Prairie Games   (May 30, 2006 at 20:50 GMT)
Thanks.

I've been chomping at the bit for a long, long time to use GTKRadiant and q3map2 commercially... it's a whole lot of fun to work on this stuff.

Juan Rubio   (May 30, 2006 at 20:57 GMT)
Yeah it seems like it. :) Oh and those were positive damns. Haha ^_^. Either way very impressive.

Timothy Aste   (May 30, 2006 at 21:12 GMT)   Resource Rating: 5
This is freaking awesome!!

Dunsany   (May 30, 2006 at 21:34 GMT)
Wow!

Hege Berntsen   (May 30, 2006 at 21:44 GMT)   Resource Rating: 5
Love the soft glow, and the shadows on the images. Your work continue to amaze me one way or another :)

Chris \"C2\" Byars   (May 30, 2006 at 21:48 GMT)
DUDE I LOVE YOU!

GTKRadiant is my expertise, and I would LOVE to have a pipeline to TSE like this, purely amazing work. I seriously cannot wait for this! :)

Alexander "taualex" Gaevoy   (May 30, 2006 at 22:46 GMT)
Josh,

You've accumulated alot of resources during the MOM development, it would be nice if you can roll them out as packs for the community, even in commercial way. I would buy MOM GUI packs and minimaps ;)

Dave Calabrese   (May 30, 2006 at 23:51 GMT)
Out of curiosity, doesn't GTKRadient still require a license by iD Software to use in a commercial environment?

Also, I used to do a decent bit of Quake3 mapping and reverse-engineering of their existing levels. It's pretty cool to see some shots that actually look very close to the original Quake 3 versions, only in a different engine! In the second shot, those large curve structures (and the 'tongue' in the third shot), if I remember right, were actually done with curve patch-meshes... weren't they? I guess I'm wondering if either I'm remembering that wrong, or if you are playing with some sort of patch-mesh implementation.

Prairie Games   (May 31, 2006 at 00:17 GMT)
@Alexander: I'm sorry, there's no feasible way for us to package stuff I wrote for MoM at this time.

@Dave: Last year GTKRadiant was $5k to license for commercial use. It was placed under the GPL license in February of this year. It's now as free to use as Gimp and Blender :)
Edited on May 31, 2006 00:31 GMT

Alexander "taualex" Gaevoy   (May 31, 2006 at 02:14 GMT)
@Josh: I know, you have your hands full, but still hoping... :) Those packs would save my (and other indies') time a lot...
Do you consider some help to do that? If fact, you may make additional income off those.

Andrew Hull   (May 31, 2006 at 02:20 GMT)
Just and FYI

From the QERadiant page:

Quote:


Commercial use requires a License from Id Software, which can be obtained independently from any engine License. See Id Software Technology Licensing page for more information.


Dave Calabrese   (May 31, 2006 at 02:29 GMT)
@Andrew: That's what I thought... I had just been on the iD Software homepage a few days ago and saw the same thing. However, Radient I know was made GNU for GTKRadient... however attempting to find legal information for GTKRadeitn seems about as easy as finding information on how to write scripts for Radient, so I'd imagine it's either all the same legal stuff, or GTK is all GNU, or it's something else crazy and funky.

@Josh: Those have got to be patch meshes... come on, you're implementing patch mesh code, aren't you! Or you're being sneaky and doing something unexpected... ;) To my knowledge they're basically just DTS style objects (in Torque terms), so I'd imagine you could have an editor that already supports creation of them to convert to .DTS maps at build time and place in the mission file at the appropriate locations....

David Montgomery-Blake   (May 31, 2006 at 03:44 GMT)
QERadiant front page announcement on the GPL release of GTK Radiant.

Quote:

February 17th 11:25:27 AM 2006 - Updated by [ TTimo ]

Following last summer's release of Quake III Arena source code and tools under the GPL license, id is now placing GtkRadiant and q3map2 under GPL license. We are also providing in this release a number of Quake II tools that never made it under GPL when we packaged Quake II source code.

GtkRadiant [1] is the heavily modified version of QERadiant and Q3Radiant ( id's level editors used during Quake II and Quake III Arena development ). It runs on Microsoft Windows platforms, GNU/Linux, MacOS X, and supports level editing for many id technology games [2].

A tarball of the initial release is available from our ftp server [3], and the development website [4] now holds a subversion repository with the GPL code. We expect development on the editor to continue as usual, and hope that many new developers will join us [5] :-)


If you are worried about some semblance of dual licensing, get the GPL source and compile it yourself under the license.

@Josh
Looks great as usual. I can't wait to see what else you have on your plate over at PG!

J.C. Smith   (May 31, 2006 at 03:47 GMT)
Looks fantastic Josh.

Marcus   (May 31, 2006 at 04:09 GMT)
I am sure everyone hates you Josh! I know that I am jealous! ;) j/k, you are a great inspiration to all. Keep up the great work.

Matt Vitelli   (May 31, 2006 at 05:43 GMT)
Amazing work Josh! This is really incredible.

Jorgen Ewelonn   (May 31, 2006 at 08:05 GMT)
my jaw dropped soo hard ...
wow josh

Andrew Brady   (Aug 06, 2007 at 00:42 GMT)
is this still coming or...?

You must be a member and be logged in to either append comments or rate this resource.